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#1
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I was looking to import each lod as a layer using the same structure as in your reference object [i](to make things a little easier when I get home tonight I also created 20:1 versions of these lods to import to Max)[/]. My daughter was doing a mapping assignment at school in class last week where she had to skin the rail-gun from District 9, and apparently got best in class so hopefully she will be able to help me out when it comes to mapping my models. Here is the 512 texture I intend to use at this stage, still need to reduce some of the more obvious repetitions in the pattern: ![]()
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Spud ![]() |
#2
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Just a quick test of said texture placed on the lod 00 model in SolidWorks.
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Spud ![]() Last edited by Spudkopf; 02-16-2016 at 12:18 AM. |
#3
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Spud,
here are two variants of your stone texture, based on photos of the rocks in Sicily/Southern Italy and the Western Desert. To my eyes, they look a bit more authentic, although the texture you used for your first model looks to be a good match for Sicily/Italy. The Sicilian/Southern Italian texture is tilted a bit more towards yellow and is color checked against period color photos of damaged stone buildings. I'll let Gitano be the final judge, though! The North African texture is totally blown out towards yellow so it looks like sandstone and also has the contrast sharpened to give more of a sense of harsh desert light. It represents a compromise between the various rock and sand types found in the region. Feel free to use or alter them as you see fit. http://forum.1cpublishing.eu/attachm...1&d=1455599299 http://forum.1cpublishing.eu/attachm...1&d=1455599299 Last edited by Pursuivant; 02-16-2016 at 04:24 AM. |
#4
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i mean .... much easier make lod00 with maping and texture ... and from that model you make all other lods keeping mapping from parent lod... you copy lod00 - named t like lod01 and by removing edges and vertex's you will get fine lod01 with maping ... in other way, when you make lod00, not finished maping and already make all other lods you will be make new maping for each of lods again ... it's double work ... send to me lod00 for review ...
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work hard, fly fast |
#5
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![]() Pursuivant, I already had a couple of sandstone variations prepared, the version displayed above was for the Northern MTO, like in the colour photo _1SMV_Gitano provided back on page 2: Dark Sandstone ![]() Light Sandstone ![]()
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Spud ![]() |
#6
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Indeed Dark Sandstone seems good to me.
The final result will depend also on terrain textures, which are not yet finalized.
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#7
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![]() Still painfully slowly coming to grips with 3ds-Max, started a new scene with just the mesh 00 imported and then merged in the ground reference pyramid, I've watched a lot of YouTube but still looking for that one well made tutorial about the basics, most just do things so quickly that really don't know how they just did what they did. While I was importing the step file last night I noticed that it appears my version of Max can import native SW parts and assemblies, so I have made a "pack and go" the mesh 00 out of SW and will take this home tonight and see what if any difference there is between importing the step or a native the native file.
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Spud ![]() |
#8
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as far i can see you put texture tile for all mesh ... i can't say that is wrong ... but a liittle not by Il2 way .... i mean Il2 game engine didn't support self shading and other effects ... so we must draw shadow and highlights on objects by our hands ... in that case maping on mesh is not right
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work hard, fly fast |
#9
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This texture is just an initial test texture, to give me an idea of the colour and an idea as to what I'd like to eventually achieve, it is by no means the actual mapping texture, when I finally get to the doing (and figuring out how to do) the texture mapping I'll design a specific texture in line with that of the reference object that you supplied me as a guide. As it is I've not even worked out the basics of mapping yet so this could still take a while. I still need to take a proper look at the link that to also supplied, thus far I'm trying to see how far i can get by trial and error (mostly error by the way).
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Spud ![]() |
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